varying vec4 vposition;
varying vec3 eposition;
attribute vec4 gl_Color;

varying vec4 gl_FrontColor; // writable on the vertex shader


void main()
{
 vec4 eposition4;
 gl_FrontColor = gl_Vertex;
 gl_TexCoord[0]  = gl_Vertex;

 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex ;
 eposition4 = gl_ModelViewMatrix * gl_Vertex;
 eposition = eposition4.xyz/eposition4.w;
 vposition = gl_Position;
}
